Julie Player Sheet

Character Stats

D&D 5e Character Stats

Julie
Fighter
5
Human
18
+4
14
+2
16
+3
6
-2
11
+0
11
+0

Combat Stats

+3
+2
17
30 ft
Weapon Attacks
+7
+5
+7
+5
Spellcasting
-2
6

Saving Throws

+7
+2
+6
-2
+0
+0

Skills

+5
+0
-2
+7
+0
-2
+0
+3
-2
+0
-2
+3
+0
+0
-2
+2
+2
+3

Equipment

Corpse Slayer Flamberge Bastard Sword rare
weapon, martial weapon, melee weapon
Source: EGW (pg. 266)
Attunement: requires attunement
Damage: 2d4 slashing
Properties: heavy, versatile (2d6), special
Weight: 6 lb.
Value: 9000 gp
The base item can be found in Armour, Items, and Weapons Galore.You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Special. Whilst wielding this weapon you can use your reaction to add your proficiency bonus to your AC against one melee attack that would hit you; to do so, you must see the attacker and be wielding the weapon. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Greataxe none
weapon, martial weapon, melee weapon
Source: PHB'14 (pg. 149)
Damage: 1d12 slashing
Properties: heavy, two‑handed
Weight: 7 lb.
Value: 30 gp
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Sigil of Thunderous Might rare
wondrous item
Source: Homebrew (pg. —)
Attunement: requires attunement by a creature with at least 1 level in Fighter
Damage: None
Properties: Crushing Strike (1/day), Shielding Impact (1/day)
Weight: 1 lb
Value: 1,500 gp
A heavy iron sigil worn as a pendant or shield decoration, bearing the image of a hammer striking an anvil. It channels devastating force into a warrior’s attacks.\n- Crushing Strike (1/day): Before determining if an attack hits, you may activate this ability. If the attack hits, it deals an additional 2d6 thunder damage, channeling raw force through your blow.\n- Shielding Impact (1/day): Before determining if an attack hits, you may activate this ability. On a hit, you and up to two allies within 20 feet gain temporary hit points equal to half the damage dealt.
Scourge Armblade common
weapon, martial weapon, melee weapon
Source: ERLW (pg. 276)
Attunement: requires attunement by a warforged
Damage: 2d4 slashing
Weight: 3 lb.
Value: 20 gp
The base item can be found in Armour, Items, and Weapons Galore.An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Chain Mail none
heavy armor
Source: PHB'14 (pg. 145)
Damage: AC 16
Weight: 55 lb.
Value: 75 gp
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Potion of Healing common
potion
Source: DMG'14 (pg. 187)
Weight: ½ lb.
Value: 50 gp
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Pipe of Smoke Monsters common
wondrous item
Source: XGE (pg. 138)
Value: 40 gp
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Explorer's Pack none
adventuring gear
Source: PHB'14 (pg. 151)
Weight: 59 lb.
Value: 10 gp
Includes:a backpacka bedrolla mess kita tinderbox10 torches10 days of rationsa waterskin50 feet of hempen rope
Grappling Hook none
adventuring gear
Source: PHB'14 (pg. 150)
Weight: 4 lb.
Value: 2 gp
Handaxe none
weapon, simple weapon, melee weapon
Source: PHB'14 (pg. 149)
Damage: 1d6 slashing
Properties: light, thrown (20/60 ft.)
Weight: 2 lb.
Value: 5 gp
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Class Information

Background

Archaeologist ToA
Skill Proficiencies: History, Survival Tool Proficiencies: Cartographer's tools or navigator's tools Languages: One of your choice Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

Signature Item
d8 | Item
1 | 10-foot pole
2 | Crowbar
3 | Hat
4 | Hooded lantern
5 | Medallion
6 | Shovel
7 | Sledgehammer
8 | Whip

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

d8 | Personality Trait
1 | I love a good puzzle or mystery
2 | I'm a pack rat who never throws anything away.
3 | Fame is more important to me than money.
4 | I have no qualms about stealing from the dead.
5 | I'm happier in a dusty old tomb than I am in the centers of civilization.
6 | Traps don't make me nervous. Idiots who trigger traps make me nervous.
7 | I might fail, but I will never give up.
8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching.

d6 | Ideal
1 | Preservation. That artifact belongs in a museum. (Good)
2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
3 | Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
5 | Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any)
6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

d6 | Bond
1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
2 | I want to find my mentor, who disappeared on an expedition some time ago.
3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
4 | I won't sell an art object or other treasure that has historical significance or is one of a kind.
5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
6 | I hope to bring prestige to a library, a museum, or a university.

d6 | Flaw
1 | I have a secret fear of some common wild animal - and in my work, I see them everywhere.
2 | I can't leave a room without searching it for secret doors.
3 | When I'm not exploring dungeons or ruins. I get jittery and impatient.
4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
5 | When given the choice of going left or right, I always go left.
6 | I can't sleep except in total darkness.



Source: ToA (p. 192)



Feats

Great Weapon Master PHB
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Source: PHB (p. 167)
Tough PHB
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Source: PHB (p. 170)

Race

Human PHB
Ability Scores: Strength +1; Dexterity +1; Constitution +1; Intelligence +1; Wisdom +1; Charisma +1 • Size: Medium • Speed: 30 feet
Source: PHB p29

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Full Class Info